slee

RagnaTos - Tree of Savior Sprites into Ragnarok Online Injection

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Hello, guys!

 
Today I want to share with you my project. I called it RagnaTos.
I really love 2002 RO, and for me there is no alternative to this game. RO2 GotW, RO2 LoTs was a failure. The most interesting option is ToS, but only graphic side. Very beautiful art which looks like classic RO (thanks An Jeong-won).
And the Idea of my project is to injecting some graphics from ToS to RO. I started with body sprite, and choose my favorite archer class. And this is the result:

  • No pixel art. Because 3D models are used in ToS
  • But more detailed sprites 
    cbb9f96a96.png cbba316fc5.png

    cbba72d4fa.png cbbac3541b.png
  • It is possible to increase framerate. And therefore more smoothly char's movements

And it's going to be a one problem. Very bid spr, grf files. Because frame-by-frame animation used in RO.  I have no idea how that would affect the game. 

 

So let's compare classic RO archer with ToS archer:



What's next?

If I'll continue working with this project:

  1. Add more sprites to spr file for increase framerate.
  2. Try to inject other class' sprite or gender.

Moved here. Thanks!

Edited by slee
  • Upvote 7

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Hmm good project, the main problem is the sprite size, because tos use 3d models with animated textures, giving a illusion of 2D Sprite (in other words they're 2.5D) you can probably turn these models in 2D frames and reduce their size as possible without break them. Yes a lot of work, but the result is very awesome.

Good luck and keep it up.

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Hmm good project, the main problem is the sprite size, because tos use 3d models with animated textures, giving a illusion of 2D Sprite (in other words they're 2.5D) you can probably turn these models in 2D frames and reduce their size as possible without break them. Yes a lot of work, but the result is very awesome.

Good luck and keep it up.

Thanks! I'll do my best.

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Thanks! I'll do my best.

 

Perhaps importing some heads too because it just looks off with the old RO heads... I've animated heads before in RO and it's a crazy amount of work so props if you actually do it.

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Thanks! I'll do my best.

 

Perhaps importing some heads too because it just looks off with the old RO heads... I've animated heads before in RO and it's a crazy amount of work so props if you actually do it.

 

I'm thinking about this. But for now I don't know how to export heads from ToS. Because there is no 3D models of heads, but only 2D planes with maps for every angle.

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Thanks! I'll do my best.

 

Perhaps importing some heads too because it just looks off with the old RO heads... I've animated heads before in RO and it's a crazy amount of work so props if you actually do it.

 

I'm thinking about this. But for now I don't know how to export heads from ToS. Because there is no 3D models of heads, but only 2D planes with maps for every angle.

 

But isn't that more easier to acquire than 3d models sprites?

Edited by nakano15

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Exelent! I am very interested in this project, if you ever need help contact me i have much free time

 

Very nice project, keep it alive!

Thanks! I'm working on this project as posible. It's a just concept for now. I'll definitely report soon.

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Hello again!
I'm just injecting heads at the moment. And I want to show you some pics, for compare ToS and RO sprites.

 

a001.jpg

Looks nice and very detailed right?

 

Some classic RO headgears:

a002.jpg

 

a003.jpg

 

a004.jpg

 

a006.jpg

 

So, how did I do that? Just using bigger pictures (more than x2 size), and squeezing them to RO size in editor.
But this method was failed for head sprites. Look:

 

This is squeezed head in editor and ingame view:

a007.jpg

 

And here i'm using 100% RO sized source image:

a008.jpg

and it's ugly, but properly.

 

I found one temporary solution is using headgear as head:

a009.jpg

This is an Angel Wing Ears.

And it works perfect.

 

So I need your help, guys, to solve this problem. I tried a lot of variations, but no result.
I need the editor's view to be same game's view. Thanks!

Edited by slee

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So I need your help, guys, to solve this problem. I tried a lot of variations, but no result.

I need the editor's view to be same game's view. Thanks!

 

the editor its configure for ro sprites.  What editor u use??

 

Edit: or like this. AW2Tlbp.jpg

 

Edit 2: Can you lend me one frame of body and head to test?

Edited by SusanoSprites

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Fantastic! i'm impress with this Project.

Thanks!

 

 

 

 

So I need your help, guys, to solve this problem. I tried a lot of variations, but no result.

I need the editor's view to be same game's view. Thanks!

 

the editor its configure for ro sprites.  What editor u use??

 

Edit: or like this. AW2Tlbp.jpg

 

Edit 2: Can you lend me one frame of body and head to test?

 

It's Act Editor

Here's what I've started in attachment.

ranger.zip

Edited by slee

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Cgpp9SE.png

 

:)

 

PD: Art Editor is buged i use  actOR2 attachicon.gifactOR2.zip

Edit: slee i send you the act and spr edited.

 

And that's all? just bugged tool? I wasted three days finding solution.

 

Are u guys planning to released to the public or just for a private project? :D cool!

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Are u guys planning to released to the public or just for a private project? :D cool!

It's just for fun for now. I just want to show how related and compatible this two games, and reporting results.

But it's posible that It would be more than testing ))

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I was working on a project just like this one, what i did was use a 3d software to render all the camera angles and actions from TOS, rendering them directly into .bmp files, i got some really nice results like yourself, but the main issue i had was that when downscaled from a bigger .bmp file, the equipment window wouldn't downscale it, so the default bmp resolution would appear really large on the equipment window.

I've put this project aside since the trade between work and results was not very promising, i mean, a lot of work to get thinks right, and not a easy way to automate those boring steps, the only way to make it automatic was to use the same animation for every class, and that would make it a little repetitive from a gameplay perspective.

PM me so we can share some ideas and maybe figure out better ways to work it all out.

All the best in your project buddy and hope it's all freewhen done ( i'm a huge supporter of Creative Commons )

  \o/


iv9YPFA0i.png

  • Upvote 1

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I was working on a project just like this one, what i did was use a 3d software to render all the camera angles and actions from TOS, rendering them directly into .bmp files, i got some really nice results like yourself, but the main issue i had was that when downscaled from a bigger .bmp file, the equipment window wouldn't downscale it, so the default bmp resolution would appear really large on the equipment window.

I've put this project aside since the trade between work and results was not very promising, i mean, a lot of work to get thinks right, and not a easy way to automate those boring steps, the only way to make it automatic was to use the same animation for every class, and that would make it a little repetitive from a gameplay perspective.

PM me so we can share some ideas and maybe figure out better ways to work it all out.

All the best in your project buddy and hope it's all freewhen done ( i'm a huge supporter of Creative Commons )

  \o/

iv9YPFA0i.png

Thanks!

You're right, it's lot of work. I pinned my hopes on Act Editor's anchors. It's really cool stuff I would have avoided work with accessories. But as it turns out, it not working properly (thx to SusanoSprites for open my eyes).

I want to finish ranger class injecting now. And draw conclusions how hard this is and whether to continue.

And about Equip Window, yeah, it's looks bad with big images, but for now I don't pay attention to this. So I'm still here, and keep working.

I'll write you soon.

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Project is looking very nice, just wondering how many classes are in TOS?

Classes that overlap with RO that is?

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Project is looking very nice, just wondering how many classes are in TOS?

Classes that overlap with RO that is?

Thanks!

Good question about classes. Actualy there is more classes in Ro than ToS. But beauty of ToS is I can attach class animation to other class model (think even to NPC, don't know now).

I wasn't planning to move classes from ToS with skills or other specifications. Only refresh old RO sprites of classes, NPCs, may be some monsters.

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30 frames per movement. True ToS frame rate.
Disclaimer: I didn't care about optimizing, performance and possible lug, all at the maximum.

 
In total, for running in all 8 directions:
240 frames, 150 sprites. And I was wrong about files size. It's about 1.6 MB now.
 
Head still as headgear. Original head sprites are disappears after 9th frame and just blinking while moving 30 frames. Looking for solution.
 
Visible items. So, it's really bad news. It's required to edit every visible headgears, shields, weapons for a new sprite. Good news is almost all headgears are half-compatible with new sprite. And needs just adding 30 frames for every animation (need test attacking, picking, dead statuses), and can be solved by script, may be. I just picked some for example.
So, that's all for now. Enjoy my video I'm testing headgears and running:

 

And my questions:
Is any solution for render all 30 frames of head? Not only first 9.
About frame rate. How it would affect for performance and gameplay?
 
Next step I think to try animate an attacking moves.
Thanks!

Edited by slee
  • Upvote 3

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